Page 131 - Tales from the Yawning Portal
P. 131
CHAPTER 5 I DEAD IN THAY
A non-undead creature that touches a pillar takes 5
passes through) the pillar gains 5 temporary hit points.
necromancy magic. An undead creature that touches (or
state of intense focus.
PiJJars of Shadow. The pillars here are imbued with
pillars, their seemingly dead eyes open wide as if in a
have appeared. The undead don't leave the room.
manacles fastened to it. Thayans hang from four of the
other pillar each round thereafter, until eight undead
pillars that support the ceiling has a set of chains and
opened in this area. Another wraith emerges from an-
sense of a monastic sanctuary. Each of the glowing silver
into a wraith after a door other than a secret door is
Doors surround a central courtyard here, creating the
Creatures. Shadows swirling around a pillar coalesce
l
character can ignore the effect for 10 minutes.
check or Charisma check. On a successful check, the
29. CONDITIONING COURT
character can take an action to make a DC 14 Wisdom
attack rolls, Strength checks, and Dexterity checks. A
ence to create zealous followers.
that hear it. Such creatures have disadvantage on melee
The Red Wizards use the magic of the Hall of Obedi-
that has unnerving effects on non-undead creatures
HALL OF OBEDIENCE
Wailing. Pervading the chamber is a horrid wailing
level or higher.
with the Hall of Necromancy.
room radiates only dim light unless it is a spell of 3rd
and the other is in the eastern corridor that connects
area. Any light source brought into or created in the
in the south passage that leads to the Hall of Obedience,
Light. Dim light radiates from the pillars and fills the
White Gates. Two white gates adjoin area 28. One is
can use an action to pull a victim free.
four-armed gargoyles shrouded in darkness.
an action to escape the pillar's hold, or another creature
a successful DC 15 Strength check, a creature can use
air like smoke. Alcoves around the room hold statues of
the damage until the creature finishes a long rest. With
rise to the ceiling, each exuding shadow that twists in the
have its hit point maximum reduced by the amount of
chamber, echoing from black marble walls. Dark pillars
tion saving throw or take 5 (ldlO) necrotic damage and
A wailing howl erupts from the shadows of this dim
drained of blood and must succeed on a DC 15 Constitu-
the start of each of its turns, the restrained creature is
pillar becomes stuck, and the creature is restrained. At
closer to the doors.
touches a pillar, the part of its body that touched the
moaning that rises in intensity as the creature moves
PilJars of Blood. If a living humanoid creature
A creature near the doors into this area hears a faint
until eight of the creatures have manifested.
27. TEMPLE OF SHADOW
another such door is opened. This process continues
in this area. Another vampiric mist appears whenever
Dark Gardens.
pendix B) after a door other than a secret door is opened
gate is in the eastern passage between this area and the
pillars coalesces into a pair of vampiric mists (see ap-
north that connects with the Hatchery. Another white
Creatures. The vapor swirling around two of the
White Gates. A white gate lies in the corridor to the
ing throw or fall prone.
gargoyles can't be permanently slain.
normal speed must succeed on a DC 10 Dexterity sav-
Dungeon State. The nature of this area means the
that moves across the ground at greater than half its
escapes the Doomvault and joins Syranna's forces.
Blood. Due to the slick blood on the floor, a creature
he is given a glyph key and taken to the black gate, he
and fills the area.
of NPr.rnm:inr.y. HP knows nothing :iho11t thi. s zonP.. Tf
Light. Dim, blood-red light radiates from the pillars
with descriptions of the Hall of Obedience and the Hall
If assisted, Vorja can reveal one piece of lore along
is tenuous.
stand in alcoves around the chamber.
Vorja is in no condition to fight, and his loyalty to Thay
gargoyles, each with mouths and claws dripping blood,
He has only 1 hit point unless healing magic was used.
pillars that give off wispy vapors. Statues of four-armed
(Medicine) check to bring him back to consciousness.
It takes healing magic or a successful DC 15 Wisdom
spread across the floor around several dimly glowing red
goyles but became stabilized after being left for dead.
this chamber of dark red marble. Pools of blood are
Red Wizard sent here to face execution, fell to the gar-
The coppery scent of blood hangs heavy in the air in
room, is the red-robed form of a male human. Vorja, a
where the characters see it only after entering the
Body. Sprawled in front of one alcove, in a location
28. TEMPLE OF BLOOD
even if no one is present.
black gate.
spontaneously once an hour, replenishing the gargoyles
Contact Stone. A contact stone is on the wall near the
statue appears in an empty alcove. This light pulses
contains a black gate.
gargoyle disappears when the light pulses, and a new
that creature gains 5 temporary hit points. Any slain
Black Gate. The space beyond the western false door
creature can take this damage only once per turn.
creature touches a pillar, the room pulses with light, and
(ldlO) necrotic damage and 5 (ldlO) cold damage. A
prolong the torment of those trapped here. When a

